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  • JS: Why isn't this variable available to the other functions?

    - by Marius Jonsson
    Hello there, I've am trying to make a canvas animation: var context; var meter; var pin; function init() { var meter = new Image(); var pin = new Image(); var context = document.getElementById('canvas').getContext('2d'); meter.src = 'background.png'; pin.src = 'needle.png'; context.drawImage(meter,0,0); context.translate(275,297); context.save(); setTimeout(startup,500); } function startup() { var r=2; // set rpm here. var i=r*36-27; var angleInRadians = 3.14159265 * i/180; //converting degree to radian context.rotate(angleInRadians); //rotating by angle context.drawImage(pin,-250,-3); //adjusting pin center at meter center context.restore(); } You can see the script at http://www.kingoslo.com/instruments/ With firebug I get error saying that context is undefined, which I think is strange. Thanks. Kind regards, Marius

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  • UIImageView Fade-In Dissapears

    - by Winder
    I have this code which should create a splash image with either no animation or a fade in, then call code to dismiss the image out after a delay. The SplashViewAnimationNone works fine and creates the full screen image, but the Fade code fades the image in but then immediately disappears. - (void)startSplash { [[[[UIApplication sharedApplication] windows] objectAtIndex:0] addSubview:self]; splashImage = [[UIImageView alloc] initWithImage:self.image]; if (self.animationIn == SplashViewAnimationNone) { [self addSubview:splashImage]; } else if (self.animationIn == SplashViewAnimationFade) { [self addSubview:splashImage]; CABasicAnimation *animSplash = [CABasicAnimation animationWithKeyPath:@"opacity"]; animSplash.duration = self.animationDelay; animSplash.removedOnCompletion = NO; animSplash.fillMode = kCAFillModeForwards; animSplash.fromValue = [NSNumber numberWithFloat:0.0]; animSplash.toValue = [NSNumber numberWithFloat:1.0]; animSplash.delegate = self; [self.layer addAnimation:animSplash forKey:@"animateOpacity"]; } // Dismiss after delay. [self performSelector:@selector(dismissSplash) withObject:self afterDelay:self.delay]; }

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  • How can I differentiate a manual scroll (via mousewheel/scrollbar) from a Javascript/jQuery scroll?

    - by David Murdoch
    UPDATE: Here is a jsbin example demonstrating the problem. Basically, I have the following javascript which scrolls the window to an anchor on the page: // get anchors with href's that start with "#" $("a[href^=#]").live("click", function(){ var target = $($(this).attr("href")); // if the target exists: scroll to it... if(target[0]){ // If the page isn't long enough to scroll to the target's position // we want to scroll as much as we can. This part prevents a sudden // stop when window.scrollTop reaches its maximum. var y = Math.min(target.offset().top, $(document).height() - $(window).height()); // also, don't try to scroll to a negative value... y=Math.max(y,0); // OK, you can scroll now... $("html,body").stop().animate({ "scrollTop": y }, 1000); } return false; }); It works perfectly......until I manually try to scroll the window. When the scrollbar or mousewheel is scrolled I need to stop the current scroll animation...but I'm not sure how to do this. This is probably my starting point... $(window).scroll(e){ if(IsManuallyScrolled(e)){ $("html,body").stop(); } } ...but I'm not sure how to code the IsManuallyScrolled function. I've checked out e (the event object) in Google Chrome's console and AFAIK there is not way to differentiate between a manual scroll and jQuery's animate() scroll. How can I differentiate between a manual scroll and one called via jQuery's $.fn.animate function?

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  • calculate camera up vector after glulookat()?

    - by carrots
    I'm just starting out teaching myself openGL and now adding openAL to the mix. I have some planets scattered around in 3D space and when I touch the screen, I'm assigning a sound to a random planet and then slowly and smoothly flying the "camera" over to look at it and listen to it. The animation/tweening part is working perfectly, but the openAL piece isn't quiet right. I move the camera around by doing a tiny translate() and gluLookAt() for every frame to keep things smooth (tweening the camera position and lookAt coords). The trouble seems to be with the stereo image I'm getting out of the headphones.. it seems like the left/right/up/down is mixed up sometimes after the camera rolls or spins. I am pretty sure the trouble is here: ALfloat listenerPos[]={camera->currentX,camera->currentY,camera->currentZ}; ALfloat listenerOri[]={camera->currentLookX, camera->currentLookY, camera->currentLookZ, 0.0,//Camera Up X <--- here 0.1,//Camera Up Y <--- here 0.0}//Camera Up Z <--- and here alListenerfv(AL_POSITION,listenerPos); alListenerfv(AL_ORIENTATION,listenerOri); I'm thinking I need to recompute the UP vector for the camera after each gluLookAt() to straighten out the audio positioning problem.. but after hours of googling and experimenting I'm stuck in math that suddenly got way over my head. 1) Am I right that I need to recalculate the up vector after each gluLookAt() i do? 2) If so, can someone please walk me though figuring out how to do that?

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  • How Can I Compress Texture in OpenGL on iPhone/iPad?

    - by nonamelive
    Hi, I'm making an iPad app which needs OpenGL to do a flip animation. I have a front image texture and a back image texture. Both the two textures are screenshots. // Capture an image of the screen UIGraphicsBeginImageContext(view.bounds.size); [view.layer renderInContext:UIGraphicsGetCurrentContext()]; image = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); // Allocate some memory for the texture GLubyte *textureData = (GLubyte*)calloc(maxTextureSize*4, maxTextureSize); // Create a drawing context to draw image into texture memory CGContextRef textureContext = CGBitmapContextCreate(textureData, maxTextureSize, maxTextureSize, 8, maxTextureSize*4, CGImageGetColorSpace(image.CGImage), kCGImageAlphaPremultipliedLast); CGContextDrawImage(textureContext, CGRectMake(0, maxTextureSize-size.height, size.width, size.height), image.CGImage); CGContextRelease(textureContext); // ...done creating the texture data [EAGLContext setCurrentContext:context]; glGenTextures(1, &textureToView); glBindTexture(GL_TEXTURE_2D, textureToView); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, maxTextureSize, maxTextureSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData); // free texture data which is by now copied into the GL context free(textureData); Each of the texture takes up about 8MB memory, which is unacceptable for an iPhone/iPad app. Could anyone tell me how can I compress the texture to reduce the memory. I'm a complete newbie to OpenGL. Any help would be appreciated!

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  • using a While loop to control the value of a keyframe in a timeline in Javafx

    - by dragoknight
    i want to create an animation where the ball will move in one of the 4 sectors of a circle randomly.this will happen 5 times.so,i create a while loop(i<5) and call the random function.i then create an if loop and attach some x and y values according to the random fn value.i then create an timeline object inside the while loop and in the key frame value,i use these x and y values.but when i run the program,what happens is that all the values are being created(x and y values seen through println) but only the last x and y value(for i=5)is being rendered in the screen.the animations for the previous values(1<=i<=4)are not being rendered.Please advise where have i gone wrong? public function run(args:String[]) { var i=0; while(i<5) { var z=gety(); println(z); // var relativeTime:Duration=0s; if(z==1) {xbind=120; ybind=80; } else if(z==2) {xbind=120; ybind=120; } else if(z==3) { xbind=80; ybind=120; } else if(z==4) { xbind=80; ybind=80; } var t:Timeline=Timeline{ //time: bind pos with inverse; repeatCount: Timeline.INDEFINITE autoReverse: true keyFrames: [ KeyFrame{ time: 0s values: [ x => 100.0,y => 100.0]}, KeyFrame{time: 2s values:[x => xbind tween Interpolator.LINEAR, y => ybind tween Interpolator.LINEAR,] }, ] }//end timeline i++; t.play(); Thread.sleep(2000); }//end while }

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  • HTML5 audio object doesn't play on iPad (when called from a setTimeout)

    - by Dan Halliday
    I have a page with a hidden <audio> object which is being started and stopped using a custom button via javascript. (The reason being I want to customise the button, and that drawing an audio player seems to destroy rendering performance on iPad anyway). A simplified example (in coffeescript): // Works fine on all browsers constructor: (@_button, @_audio) -> @_button.on 'click', @_play // Bind button's click event with jQuery _play: (e) => @_audio[0].play() // Call play() on audio element The audio plays fine when triggered from a function bound to a click event, but I actually want an animation to complete before the file plays so I put .play() inside a setTimeout. However I just can't get this to work: // Will not play on iPad constructor: (@_button, @_audio) -> @_button.on 'click', @_play // Bind button's click event with jQuery _play: (e) => setTimeout (=> // Declare a 300ms timeout @_audio[0].play() // Call play() on audio element ), 300 I've checked that @_audio (this._audio) is in scope and that its play() method exists. Why doesn't this work on iPad?

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  • Stuggling with webkit-transition in javascript

    - by Mungbeans
    I've tried a few variations of using webkit-transition that I've found from googling but I've not been able to get any to work. I have some audio controls that I make appear on a click event, they appear suddenly and jerky so I want to fade them in. The target browser is iOS so I am trying webkit extensions. This is what I currently have: <div id = "controls"> <audio id = "audio" controls></audio> </div> #controls { position:absolute; top: 35px; left:73px; height: 20px; width: 180px; display:none; } #audio { opacity:0.0; } audio.src = clip; audio.addEventListener('pause', onPauseOrStop, false); audio.addEventListener('ended', onPauseOrStop, false); audio.play(); audioControls.style.display = 'block'; audio.style.setProperty("-webkit-transition", "opacity 0.4s"); audio.style.opacity = 0.7; The documentation for webkit-transition says it takes effect on a change in the property, so I was assuming changing style.opacity in the last line would kick it off. The controls appear with an opacity of 0.7 but I want it to fade in and that animation isn't happening. I also tried this: #audio { opacity:0.0; -webkit-transition-property: opacity; -webkit-transition-duration: 1s; -webkit-timing-function: ease-in; } Also tried audio.style.webkitTransition = "opacity 1.4s"; from this posting How to set CSS3 transition using javascript? I can't get anything to work, I'm testing on iOS, Safari desktop and Chrome. Same non result on all of them.

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  • Javascript changing source of an image

    - by Pete Herbert Penito
    Hi Everyone! I have some javascript which runs a timer that animates something on the website. It all works perfectly but I want to get an image to change when the animation is run, It uses jquery: if(options.auto && dir=="next" && !clicked) { timeout = setTimeout(function(){ if (document.images['bullet1'].src == "img/bulletwhite.png") { document.images['bullet1'].src = "img/bullet.png"; document.images['bullet2'].src = "img/bulletwhite.png"; } animate("next",false); },diff*options.speed+options.pause); } options.auto means that its automatically cycling, dir is the direction of the motion and clicked is whether or not the user clicked it. Is there something wrong with my syntax here? I ran firebug with it, and it doesn't throw any errors, it simply won't work. Any advice would help! I should mention that the src of bullet1 starts at bulletwhite.png and then I was hoping for it to change to bullet.png and have bullet2 change to bulletwhite.png.

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  • Nested Views-button aint clicking

    - by Deepika
    i have a view which has a datepicker and a button added to it. There is another view which adds the above view as subview. But the events like touchesBegan and button's action are not being clicked on the subview. Please help The code of the parent view is: iTagDatePicker *dt=[[iTagDatePicker alloc] initWithFrame:CGRectMake(0.0, 180.0, 320.0, 240.0)]; //dt.userInteractionEnabled=YES; //[dt becomeFirstResponder]; dt.backgroundColor=[UIColor clearColor]; [UIView beginAnimations:@"animation" context:nil]; [UIView setAnimationDuration:1.0]; CGPoint cntr; cntr.x=160.0; cntr.y=420.0; dt.center=cntr; [self.view addSubview:dt]; self.view.userInteractionEnabled=YES; CGPoint cntr1; cntr1.x=160.0; cntr1.y=158.0; dt.center=cntr1; [UIView commitAnimations]; [dt release]; and the code for the sub class is: - (id)initWithFrame:(CGRect)frame { if (self = [super initWithFrame:frame]) { dtPicker=[[UIDatePicker alloc] initWithFrame:CGRectMake(frame.origin.x, frame.origin.y, 320.0, 216.0)]; dtPicker.datePickerMode=UIDatePickerModeDate; dtPicker.date=[NSDate date]; [self addSubview:dtPicker]; btn=[[UIButton buttonWithType:UIButtonTypeDetailDisclosure]retain]; btn.frame=CGRectMake(110.0, 400.0, 100.0, 20.0); [btn setTitle:@"Done" forState:UIControlStateNormal]; btn.userInteractionEnabled=YES; [btn becomeFirstResponder]; [btn addTarget:self action:@selector(SelectedVal:) forControlEvents:UIControlEventTouchDown]; [self addSubview:btn]; } return self; } The button is not working

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  • How do I make custom functions chain-able with jQuery's?

    - by sergio
    I need a "callfront" or "precall" (the opposite of "callback" ¿?) to add in MANY places before an animation occurs in an existing plugin, To be used like e.g. $(some_unpredictable_obj).preFunct().animate(… The problem is, as I said they are MANY places, and all of them are different animations, on different objects. I can TELL where all of them occur, but I don't want to add over and over the same code. I actually have to add both a function before and after those animations, but I think I can use the callback for all of them. In a perfect world, I'd like to replace every animate(property, duration) by preFunct().animate(property,duration).postFunct() preFunct and postFunct don't need parameters, since they are always the same action, on the same object. This could be an amazing addition to "jQuery" (an easy way to jQuerize custom functions to be added to the normal chain (without messing with queues) I found this example but it will act on the applied element, and I don't want that because, as I said above, all the original animations to be added to are on different elements. I also found jQuery.timing, but it looks cooler the chain-able function :) Thanks.

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  • jquery ajaxstart ajaxstop show hide

    - by user1630583
    As usually seemingly simple things take days to resolve, maybe someone could point me to a solution but after 2 days I give up on the following problem; In html, in a form I have a button that is supposed to trigger loading of data through ajax call: <button type="" class="btn" onclick="getData(); return false;">Show Data</button> in javascript: $(document).ajaxStart(function() { $("#qloader").show(); }).ajaxStop(function() { $("#qloader").hide('slow'); });? and in html div with id qloader is defined with 100% width and height and spinner centered as the background, z-index above other: <div id="qloader" class="myLoader" >&nbsp;</div> Now, when page loads, ajax call is executed to get initial data, qloader div is brought up and it shows the spinner - animated, after ajax call finishes, qloader is hidden by ajaxStop. Next, when I click on a button (show data) to initiate another ajax call, ajaxStart is triggered, but it does not show qloader, it waits until ajaxStop is triggered and then in a blink of eye it shows qloader and hides it. I suspected that ajaxStart is not executed, so I put alert before $("#qloader").show(), then alert would be displayed and after that qloader WOULD be displayed BUT spinner animation would be suspended - no spinning, and after ajaxStop it would get hidden. Without alert in ajaxStart trigger, in subsequent ajax calls div is not shown until just before ajaxStop is triggered. It works fine for the first ajax call, but for subsequent ajax call triggered by click on form button it does not work. Any idea what is wrong with this setup?

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  • PHP JQuery: Where to specify uploadify destination folder

    - by Eamonn
    I have an uploadify script running, basic setup. Works fine when I hard code the destination folder for the images into uploadify.php - now I want to make that folder dynamic. How do I do this? I have a PHP variable $uploadify_path which contains the path to the folder I want. I have switched out my hard coded $targetPath = path/to/directory for $targetPath = $uploadify_path in both uploadify.php and check_exists.php, but it does not work. The file upload animation runs, says it is complete, yet the directory remains empty. The file is not hiding out somewhere else either. I see there is an option in the Javascript to specify a folder. I tried this also, but to no avail. If anyone could educate me on how to pass this variable destination to uploadify, I'd be very grateful. I include my current code for checking (basically default): The Javascript <script type="text/javascript"> $(function() { $('#file_upload').uploadify({ 'swf' : 'uploadify/uploadify.swf', 'uploader' : 'uploadify/uploadify.php', // Put your options here }); }); </script> uploadify.php $targetPath = $_SERVER['DOCUMENT_ROOT'] . $uploadify_path; // Relative to the root if (!empty($_FILES)) { $tempFile = $_FILES['Filedata']['tmp_name']; $targetFile = $targetPath . $_FILES['Filedata']['name']; // Validate the file type $fileTypes = array('jpg','jpeg','gif','png'); // File extensions $fileParts = pathinfo($_FILES['Filedata']['name']); if (in_array($fileParts['extension'],$fileTypes)) { move_uploaded_file($tempFile,$targetFile); echo '1'; } else { echo 'Invalid file type.'; } }

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  • Custom UIProgressView drawing weirdness

    - by Werner
    I am trying to create my own custom UIProgressView by subclassing it and then overwrite the drawRect function. Everything works as expected except the progress filling bar. I can't get the height and image right. The images are both in Retina resolution and the Simulator is in Retina mode. The images are called: "[email protected]" (28px high) and "[email protected]" (32px high). CustomProgressView.h #import <UIKit/UIKit.h> @interface CustomProgressView : UIProgressView @end CustomProgressView.m #import "CustomProgressView.h" @implementation CustomProgressView - (id)initWithFrame:(CGRect)frame { self = [super initWithFrame:frame]; if (self) { // Initialization code } return self; } // Only override drawRect: if you perform custom drawing. // An empty implementation adversely affects performance during animation. - (void)drawRect:(CGRect)rect { // Drawing code self.frame = CGRectMake(self.frame.origin.x, self.frame.origin.y, self.frame.size.width, 16); UIImage *progressBarTrack = [[UIImage imageNamed:@"progressBarTrack"] resizableImageWithCapInsets:UIEdgeInsetsZero]; UIImage *progressBar = [[UIImage imageNamed:@"progressBar"] resizableImageWithCapInsets:UIEdgeInsetsMake(4, 4, 5, 4)]; [progressBarTrack drawInRect:rect]; NSInteger maximumWidth = rect.size.width - 2; NSInteger currentWidth = floor([self progress] * maximumWidth); CGRect fillRect = CGRectMake(rect.origin.x + 1, rect.origin.y + 1, currentWidth, 14); [progressBar drawInRect:fillRect]; } @end The resulting ProgressView has the right height and width. It also fills at the right percentage (currently set at 80%). But the progress fill image isn't drawn correctly. Does anyone see where I go wrong?

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  • Why is my PHP upload script not working?

    - by Turner
    Hello all, I am doing some simple work with uploading a file. I am ignoring error checking and exceptions at this point just to get my uploads working. I have this HTML form: <form action='addResult.php' method='post' enctype='multipart/form-data' target='results_iFrame' onsubmit='startUpload();'> Entry: <input type='text' id='entry' /> Stop: <input type='text' id='stop' /> Final: <input type='text' id='final' /> Chart: <input type='file' id='chart' /> <input type='submit' value='Add' /></form> As you can see, it calls 'addResult.php' within the iFrame 'results_iFrame'. The Javascript is just for animation purposes and to tell me when things are finished. addResult.php has this code in it (along with processing the other inputs): $upload_dir = "../img/"; $chart_loc = $upload_dir.basename($_FILES['chart']['name']); move_uploaded_file($_FILES['chart']['tmp_name'], $chart_loc); print_r($_FILES); It uses the 'chart' input from the form and tries to upload it. I have the print_r() function to display some information on $_FILES, but the array is empty, thus making this fail. What could I be doing wrong?

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  • iphone viewWillAppear not firing

    - by chzk
    I've read numerous posts about people having problems with viewWillAppear when you do not create your view heirarchy JUST right. My problem is I can't figure out what that means. If I create a RootViewController and call addSubView on that controller, I would expect the added view(s) to be wired up for viewWillAppear events. Does anyone have an example of a complex programmatic view heirarchy that successfully recieves viewWillAppear events at every level? Apple Docs state: Warning: If the view belonging to a view controller is added to a view hierarchy directly, the view controller will not receive this message. If you insert or add a view to the view hierarchy, and it has a view controller, you should send the associated view controller this message directly. Failing to send the view controller this message will prevent any associated animation from being displayed. The problem is that they don't describe how to do this. What the hell does "directly" mean. How do you "indirectly" add a view. I am fairly new to Cocoa and iPhone so it would be nice if there were useful examples from Apple besides the basic Hello World crap. Any help is greatly appreciated...

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  • Slider with buttons. How to improve?

    - by Kalinin
    I need to make slider. I have content (which should shift horizontally) and two buttons - "right" and "left". If you press the button and hold it, the content starts to move (in the appropriate direction). If you not hold the button, then the movement stops. This behavior is copies the behavior of usual window scrollbar. I wrote code: var animateTime = 1, offsetStep = 5; //event handling for buttons "left", "right" $('.bttR, .bttL') .mousedown(function() { scrollContent.data('loop', true).loopingAnimation($(this)); }) .bind("mouseup mouseout", function(){ scrollContent.data('loop', false); }); $.fn.loopingAnimation = function(el){ if(this.data('loop') == true){ var leftOffsetStr; leftOffsetInt = parseInt(this.css('marginLeft').slice(0, -2)); if(el.attr('class') == 'bttR') leftOffsetStr = (leftOffsetInt - offsetStep).toString() + 'px'; else if(el.attr('class') == 'bttL') leftOffsetStr = (leftOffsetInt + offsetStep).toString() + 'px'; this.animate({marginLeft: leftOffsetStr}, animateTime, function(){ $(this).loopingAnimation(el); }) } return this; } But it does have a few things that I do not like: Always call the function animation (loopingAnimation) - I think that this is an extra load (not good). When moving content he "twitches and trembling" - (it's not pretty). How can I solve this problem more elegantly and without the drawbacks of my code?

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  • Disabling repeating keyboard down event in as3

    - by psy-sci
    now I'm trying to make the keyboard events to stop repeating. My idea was to have a true and false condition for when the key is pressed so that it wont repeat if the key is down already. //Mouse Event Over keyCButton.addEventListener(MouseEvent.MOUSE_OVER, function(){gotoAndStop(2)}); //Variable var Qkey:uint = 81; //Key Down Event stage.addEventListener(KeyboardEvent.KEY_DOWN, keydown); var soundplayed = false; function keydown(event:KeyboardEvent){ if (event.keyCode==Qkey) { this.soundplayed=true;} } if (this.soundplayed==false){ gotoAndPlay(3); } else {} //Key Up Event stage.addEventListener(KeyboardEvent.KEY_UP, keyup); function keyup(event:KeyboardEvent){ if (event.keyCode==Qkey) { this.soundplayed=true; gotoAndStop(1); } } doing this just turns off the key event I think i need to add a "&& keyDown..." to "if (this.soundplayed==true)" but i dont know how to do it without getting errors here is the keyboard player i'm trying to fix http://soulseekrecords.org/psysci/animation/piano.html

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  • iPhone app, navigationcontroller not functioning?

    - by dramaticlook
    I have 4 tabs in a tab bar. In one of the tabs i want to use a navigation, i.e. when i click an item from the list it should go to some details page about it. I have the list page where i have the navigation bar and the list of items. I can scroll them, but when I click any of them the selection animation happens, console logs the true row value, it even prints log instructions from constructor of the Details page but I can not see the Details page showing up. (btw Xcode 3.2.6 with iOS 4.3) - (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { NSString *rowValue = [myStrings objectAtIndex:indexPath.row]; NSLog(rowValue); //[Utility setStr:rowValue]; [self.myTable deselectRowAtIndexPath:indexPath animated:TRUE]; //DETAILS PAGE HERE!!!! RestViewController * rest= [[RestViewController alloc] init]; rest.scoreLabel.text = rowValue; [self.navigationController pushViewController:rest animated:TRUE]; [rest release]; } Anybody having any idea? Thanks in advance!!!

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  • Advantage of WPF app vs Winform for business apps?

    - by Abdu
    I know asp.net and winform development. I am not the type of developer who jumps into a new technology just because it's new. It needs to give me extra benefits like higher productivity. What are the advantages of WPF over Winforms for pure business apps? I am not interested in the extra eye candy, animation, gradients, image display effects and so on which WPF provides. The business apps are for data entry, data reporting and maybe some charts and static display of photos. How will WPF help in these apps? Better richer data binding? WinForm is a mature proven technology and I like the fact I can do everything in Visual Studio vs multiple IDE's for WPF (VS & Blend family). Plus I think WPF doesn't have as rich data binding controls like their Winform counterparts (DataGridView..etc). AFAIK, Microsoft will still support Winforms for many years. Try to convince someone like me to switch.

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  • Load In and Animate content

    - by crozer
    Hello, I have a little issue concerning an animation-effect which loads a certain div into the body of the site. Let me be more precise: I have a div with the id 'contact': <div id="contact">content</div> The jquery code loads the contents within that div, when I press the link with the id 'ajax_contact': <a href="#" id="ajax_contact">link</a>. The code is working perfectly. However, I want #contact to be HIDDEN when the site loads, i.e. the default state must be non-visible. Only when the user clicks the link #ajax_contact, the div must appear. Please have a look at the jquery code: $(document).ready(function() { var hash = window.location.hash.substr(1); var href = $('#ajax_contact').each(function(){ var href = $(this).attr('href'); if(hash==href.substr(0,href.length-5)){ var toLoad = hash+'.html #contact'; $('#contact').load(toLoad) } }); $('#ajax_contact').click(function(){ var toLoad = $(this).attr('href')+' #contact'; $('#contact').hide('fast',loadContent); $('#load').remove(); $('body').append('<span id="load">LOADING...</span>'); $('#load').fadeIn('normal'); window.location.hash = $(this).attr('href').substr(0,$(this).attr('href').length-5); function loadContent() { $('#contact').load(toLoad,'',showNewContent()) } function showNewContent() { $('#contact').show('normal',hideLoader()); } function hideLoader() { $('#load').fadeOut('normal'); } return false; }); }); I am not sure whether I must change something inside the HTML, but I believe the key is inside the jquery-code. I also tried giving the #contact a CSS style of visible:none, yet this loops and makes the jquery impossible to load the #contact in. I hope I've explained myself well; thank you very much in advance. Chris

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  • How much is too much memory allocation in NDK?

    - by Maximus
    The NDK download page notes that, "Typical good candidates for the NDK are self-contained, CPU-intensive operations that don't allocate much memory, such as signal processing, physics simulation, and so on." I came from a C background and was excited to try to use the NDK to operate most of my OpenGL ES functions and any native functions related to physics, animation of vertices, etc... I'm finding that I'm relying quite a bit on Native code and wondering if I may be making some mistakes. I've had no trouble with testing at this point, but I'm curious if I may run into problems in the future. For example, I have game struct defined (somewhat like is seen in the San-Angeles example). I'm loading vertex information for objects dynamically (just what is needed for an active game area) so there's quite a bit of memory allocation happening for vertices, normals, texture coordinates, indices and texture graphic data... just to name the essentials. I'm quite careful about freeing what is allocated between game areas. Would I be safer setting some caps on array sizes or should I charge bravely forward as I'm going now?

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  • wpf progress bar slows 10x times serial port communications... how could be possible that?

    - by D_Guidi
    I know that this could look a dumb question, but here's my problem. I have a worker dialog that "hides" a backgroundworker, so in a worker thread I do my job, I report the progress in a standard way and then I show the results in my WPF program. The dialog contains a simply animated gif and a standard wpf progress bar, and when a progress is notified I set Value property. All lokks as usual and works well for any kind of job, like web service calls, db queries, background elaboration and so on. For my job we use also many "couplers", card readers that reads data from smart card, that are managed with native C code that access to serial port (so, I don't use .NET SerialPort object). I have some nunit tests and I read a sample card in 10 seconds, but using my actual program, under the backgroundworker and showing my worker dialog, I need 1.30 minutes to do the SAME job. I struggled into problem for days until I decide to remove the worker dialog, and without dialog I obtain the same performances of the tests! So I investigated, and It's not the dialog, not the animated gif, but the wpf progress bar! Simply the fact that a progress bar is shown (so, no animation, no Value set called, nothing of nothing) slows serialport communicatitons. Looks incredible? I've tested this behavior and it's exactly what happens.

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  • jQuery Hover Fade Button with an Active State

    - by Tim
    I do not want to double post a question; I was trying to post an add-on to my first question that I was looking for additional help. How does one go about this? Here is the original question. jQuery Hover Fade Button with an Active State Was hoping to see if there is a solution to the glitch I found. The problem I am now looking for help with is all other buttons still have the hover effect, but a button that was once active no longer does. <ul class="buttons"> <li><a class="button" href="#">button 1</a></li> <li><a class="button" href="#">button 2</a></li> <li><a class="button" href="#">button 3</a></li> </ul> Best way to explain this. If button 2 is clicked – it is now active. Buttons 1 and 3 will still hover. If you click on button 1 – it is now active and button 2 will no longer hover while button 3 will. Eventually when you go through the series of all buttons the animation hover is no longer.

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  • How i can create reusable component which contains assets in Flash CS5

    - by Creotiv
    I need to create slideshow for gallery. And one thing that i don't know is how to create reusable components. For example i want to create 3 components ImageLoader, Dock(that consist drom ImageLoaders) and SlideShow(that consists from Dock and ImageLoaders). ImageLoader it is a container which loads image and while it loading showing some animation. Dock it is a container wich have few of ImageLoaders, it used to create Dock of thumbs images to chose. SlideShow it is a container wich have few of ImageLoaders, it used to preload images to ImageLoaders and the change them on mouse click. I need that all of this components was accessible fom action script, so i can create new instances of them. Example code: im1 = new ImageLoader('../im1s.jpg'); im2 = new ImageLoader('../im2s.jpg'); dock = new Dock(new Array(im1,im2)); ss = new SlideSHow(new Array(im1,im2),dock); ss.init(); Will be greatfull for help. P.S. I new in Flash

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